![]() An incorrect emmisive value has been fixed on certain NPC shoulders.An animation issue has been fixed when firing the shotgun in ADS.An animation issue has been fixed whereby third person reload and melee animations on certain weapons failed to complete.Optimisations to a few audio busses have been made.When an NPC calls for back up, their voice will now transition to radio comms at a wider distance and more gracefully.An issue has been fixed with the humanoid suit foley being set up incorrectly.Building depressurise and pressurise sounds have been made louder.Engineer Hero Ferrari is audible when in conversation now, instead of miming.The inside-helmet effect has been panned more frontwards when in surround sound.Fixes for reverbs generally being a bit quiet in surround sound have been implemented.A fix for cockpit reverb on pilot voices has been made.Mix tweaks have been made on radio comms voices (Dylan and conflict zone co-ordinator).A fix has been made for rocket launcher tails not working correctly.Mix fixes made on other people's plasma shotguns, which were originally too loud when in close proximity while outside.Previously they would leak through obstructions too much. On foot weapon impact sounds are now obstructed/occluded correctly by walls/doors/objects.Take over adverts in social spaces are no longer audible in shops, focusing the mix and avoiding any musical clash.Mix tweaks have been made on compact analyser - Mainly a couple of very loud sounds have been softened.Optimisations to semi-automatic weapons have been made, resulting in a slight reduction to the voice count.Breathing now remains audible when in combat but not when in an unpowered suit.Missing player scan dialogue lines have been added.Omnipol scanning civilians and security dialogue lines have been corrected.A sound effect has been added when switching legal/illegal modes on tools.Reverb zones will now sound as intended, eg SRV garages.Landing pad announcer voices no longer leak into other landing pads.They should also sound much more consistent across the game, with improved effects and environmental reverb. Many fixes have been made to Starport, Planet Port and landing pad hangar announcer voices.Audio ambiences should persist nicely now when switching vessels (foot, SRV, Ship).Offsets on the weapon reload audio positions have been corrected.A fix has been made for audio obstruction maxing out in certain conditions, in large rooms like social spaces (rooms within rooms).Sound has been implemented for the Turbo Lift pop up UI.In the 'Edit Loadout' screen within starport consoles, the audio mix should now be more consistent with other console screens.Improvements have been made to mining drill rig sounds in settlements.
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